--->Rab,d's<--- DDay 1-5 ret3x

Topics related to map making for D-Day.
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Rab,d
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by Rab,d » Sun Nov 04, 2007 11:01 am

Here's the texture pack. 78 textures in all. This only textures the majority of DDay2. The interior textures have not been done, yet. They are substantially harder than the exterior textures. Those and the details textures, like lights, signs, etc will be done at a later time. I will be moving on to texturing dday3, next.
Here's the .pkz file for EGL users. A .pkz file is a .zip file with the extention changed...so, if you want to ue these textures with another engine like Q2Max, you can unzip them to your /dday folder.
If you are using EGL, just place this .pkz file in your /dday folder. Do not unzip it.
Enjoy!
http://files.filefront.com/r3tex+dday2+ ... einfo.html

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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by RogoS[Ums] » Sun Nov 04, 2007 1:46 pm

You really should experiment with bump-mapping.. D-Day will looks a lot better with that.
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by GypsyLlama » Thu Dec 06, 2007 1:41 pm

Top notch job rab!
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by Rab,d » Thu Dec 06, 2007 2:23 pm

Thx, Gyps.
On a side note...i think users of R1Q2 can change the extention to .pak and they will be used without unzipping.

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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by Mr. YOur no fun » Thu Dec 06, 2007 2:51 pm

RogoS[Ums] wrote:You really should experiment with bump-mapping.. D-Day will looks a lot better with that.
Not in q2 it doesn't.

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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by RogoS[Ums] » Mon Dec 17, 2007 10:27 am

q2 not.. egl yes :)
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by Rab,d » Sat Mar 08, 2008 8:15 am

Q3/EGL doesn't support true bumpmapping. But, it has a similar effect. Heightmapping. This is the same as other heightmaps you can make for various 3d stuff, using shades of grey or color to specify the relative elevation of that spot. :)
So, i can take a texture of a brickwall...make a heightmap of it that identifies the mortar as being uneven with the brick. During compilation of the lighting, q3map2 will use the heightmap and produce a lightmap for the surfaces with the heightmapping shader/texture. This lightmap will change the appearance of the shadows upon those surfaces, producing simulated depth. Fwew. I have messed with a bit. It works rather well. But, it's tricky to make just the right heightmap for a texture. And that's the key to it.

Well, i might as well spam some spoilers at you. :)
Here's 90% done dday5 R3tex. I just gotta make the trans textures/shaders and the outdoor terrain and bunker textures. I am gonna try to wrap this up next week some time. I have been busy as Hell irl, though.
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8)

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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by -CDL-hAnS!! » Sat Mar 08, 2008 1:21 pm

where the download ?? lol

nice work rab,d !!
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by mofo » Sat Mar 08, 2008 3:59 pm

its a spoiler you dink!!!

anyway, lookin pretty nice there rab......maybe itll be done when i get off my next ship eh?
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by PowaBanga » Wed Apr 01, 2020 5:34 pm

theyr is no one links working. Is anybody have yet this files, can he send them one a new link please ?
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Re: --->Rab,d's<--- DDay 1-5 ret3x

Post by Mr. YOur no fun » Fri Apr 03, 2020 3:31 am

Wow he did this a long time ago. I don't know that I have what he had, but I will look through my folders and see what I kept.s

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